Hello everyone!
Ninja spy is a weird tree. It pretends to be a melee or shuriken tree, but in reality it is only a shuriken thrower tree. A melee build using this tree as the main tree would be the worst build in the game. In addition, shuriken users cannot use any of the monk ki attacks, which makes a significant portion of the tree unusable (though those enhancements were bad to begin with).
Since I'm bored, I decided to create a hypothetical revamp of this tree so that it could be a viable melee and ranged tree. However, I found that it was nearly impossible to make melee viable without making shuriken throwers completely OP (shuriken throwers are arguably OP already). So, I decided to make a completely separate (hypothetical) tree that would use melee weapons, which then led to a hypothetical archetype (since that's the only way a new tree would be added). But in order for that tree and this tree to not overlap, I want to remove the pretense of melee functionality in Ninja Spy. Therefore, I created this 'cleanup' of the Ninja spy tree, which removes any abilities that shuriken users cannot use, and clearly states that this tree is a shuriken only tree.
To be clear, this is not a rework of the existing shuriken thrower. This only removes melee functionality from ninja spy. The only two exceptions are:
Here's the proposed tree (changes in blue):
Cores
Some closing notes:
Ninja spy is a weird tree. It pretends to be a melee or shuriken tree, but in reality it is only a shuriken thrower tree. A melee build using this tree as the main tree would be the worst build in the game. In addition, shuriken users cannot use any of the monk ki attacks, which makes a significant portion of the tree unusable (though those enhancements were bad to begin with).
Since I'm bored, I decided to create a hypothetical revamp of this tree so that it could be a viable melee and ranged tree. However, I found that it was nearly impossible to make melee viable without making shuriken throwers completely OP (shuriken throwers are arguably OP already). So, I decided to make a completely separate (hypothetical) tree that would use melee weapons, which then led to a hypothetical archetype (since that's the only way a new tree would be added). But in order for that tree and this tree to not overlap, I want to remove the pretense of melee functionality in Ninja Spy. Therefore, I created this 'cleanup' of the Ninja spy tree, which removes any abilities that shuriken users cannot use, and clearly states that this tree is a shuriken only tree.
To be clear, this is not a rework of the existing shuriken thrower. This only removes melee functionality from ninja spy. The only two exceptions are:
- Removing 25% HP from tier 5 (as this is no longer a melee tree)
- Slight nerf to sting of the ninja (as it is very, very good)
Here's the proposed tree (changes in blue):
Cores
- Ninja Training: While you are centered, you can use your dexterity modifier to hit
- Advanced Ninja Training: While you are centered, you can use your dexterity modifier for damage. You also gain doubleshot equal to your Dexterity score while wielding a shuriken.
- Shadow Veil: Ki Activate: You focus your Ki and draw shadows around you. You become invisible and 25% incorporeal for one minute. Actions that break invisibility do not remove the incorporeality portion of this effect. (Activation Cost: 15 Ki. Cooldown: 6 seconds).
- Ninja Dust: Ki Activate: You throw ninja dust on the ground, and seemingly disappear into thin air. You immediately tumble backwards twice. You turn invisible, gain 25% concealment, and gain the ability to tumble through enemies for 12 seconds. All enemies you pass through while tumbling are confused for 6 seconds. Ki Cost: 10 Cooldown: 60 seconds.
- Sharp Stars: Your shuriken gain a +1 Competence bonus to your Critical Multiplier.
- Ninja Master: You gain +2 Dexterity, +2 Wisdom, +5 Sneak Attack Dice, and +1 passive ki regeneration
- (AP: 1, Ranks: 1): Shuriken Training: +1 to Hit and Damage with shuriken
- (AP: 1, Ranks: 3): Stealthy: +1/+2/+3 Hide and Move Silently. +20%/+35%/+50% movement speed while sneaking. Rank 3: While centered and Sneaking, your passive ki regeneration is increased by 1.
- (AP: 2, Ranks: 1): Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
- EMPTY
- (AP: 1, Ranks: 3): Acrobatic: +1/+2/+3 Balance, Jump, and Tumble. +1%/+2%/+3% Dodge.
- (AP: 1, Ranks: 1): Shuriken Training: +1 to Hit and +2 to Damage with shuriken
- (AP: 1, Ranks: 3): Agility: +1/+2/+3 Concentration, Reflex Saves, and Maximum Dodge bonus.
- (AP: 2, Ranks: 1): Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
- EMPTY
- (AP: 1, Ranks: 3): Action Boost: Melee/Ranged Power: [+10/+20/+30] Action Boost bonus to Melee/Ranged Power for 20 seconds. Usable 5 times per rest. Cooldown: 30 seconds.
- (AP: 1, Ranks: 1): Shuriken Training: +1 to Hit and Damage with shuriken
- EMPTY
- (AP: 2, Ranks: 1): Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
- (AP: 2, Ranks: 1): Sting of the Ninja: Imbue Toggle: You poison your shuriken with a secret mixture. While you wield a shuriken, you deal an additional 1d6 Poison damage on hit scaling with 100% Ranged Power, and shuriken you wield will inflict your foes with a stack of Ninja Poison on critical hits. (Magical Poison: Target takes 1d4 points of Poison damage every 3 seconds for 15 seconds. The target’s vulnerability to poison is increased by 3%. This ability can stack up to 20 times. On timer expiration, 5 stacks of Ninja Poison are removed at a time.)
- (AP: 2, Ranks: 1): Dexterity or Wisdom
- (AP: 1, Ranks: 1): Shuriken Training: +1 to Hit and +2 to Damage with shuriken
- EMPTY
- (AP: 2, Ranks: 1): Sneak Attack Training: Grants +1 Sneak Attack die and +1 to hit when performing Sneak Attacks.
- (AP: 2, Ranks: 3): No Mercy: You deal 10%/20%/30% additional damage to helpless opponents.
- (AP: 2, Ranks: 1): Dexterity or Wisdom
- (AP: 1, Ranks: 1): Shuriken Mastery: +3 to Hit and Damage with shuriken
- (AP: 2, Ranks: 1): Deadly Striker: Shuriken gain +2 to critical threat range
- EMPTY
- (AP: 2, Ranks: 1): Calm Mind: Gain +10 MRR and +10 MRR cap
- (AP: 2, Ranks: 1): Elusiveness: Anytime you get hit by a melee or ranged attack, gain +6% Dodge and Dodge cap for 6 seconds
Some closing notes:
- There's 5 empty spots in this tree. I did not want to make throwers any better, so I felt no need to fill those spaces in. Either the new enhancements would be bad, and only add more clutter to the tree, or they would be good, and throwers do not need to be any better than they are right now.
- If you wanted to keep diversion in core 5, go ahead. Last I had heard, the sneak attack die from that ability didn't even work, so there was no real reason to use it.
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